示例#1
0
        public static bool IsOpenForEdit(UnityEngine.Object assetObject, out string message, StatusQueryOptions statusOptions)
        {
            string assetOrScenePath = AssetDatabase.GetAssetOrScenePath(assetObject);

            return(AssetDatabase.IsOpenForEdit(assetOrScenePath, out message, statusOptions));
        }
示例#2
0
 public static bool IsMetaFileOpenForEdit(UnityEngine.Object assetObject, out string message)
 {
     return(AssetDatabase.IsOpenForEdit(AssetDatabase.GetTextMetaFilePathFromAssetPath(AssetDatabase.GetAssetOrScenePath(assetObject)), out message));
 }
示例#3
0
        public static bool IsOpenForEdit(UnityEngine.Object assetObject)
        {
            string assetOrScenePath = AssetDatabase.GetAssetOrScenePath(assetObject);

            return(AssetDatabase.IsOpenForEdit(assetOrScenePath, StatusQueryOptions.UseCachedIfPossible));
        }
示例#4
0
 /// <summary>
 ///   <para>Use IsOpenForEdit to determine if the asset is open for edit by the version control.</para>
 /// </summary>
 /// <param name="assetPath">Is the path to the asset on disk relative to project folder.</param>
 /// <param name="message">Used to give reason for not open.</param>
 /// <param name="assetObject"></param>
 /// <param name="assetOrMetaFilePath"></param>
 /// <returns>
 ///   <para>True is the asset can be edited.</para>
 /// </returns>
 public static bool IsOpenForEdit(UnityEngine.Object assetObject)
 {
     return(AssetDatabase.IsOpenForEdit(AssetDatabase.GetAssetOrScenePath(assetObject)));
 }